Κωδικός Μαθήματος: 4153
Διδακτικές Μονάδες: 5
Μονάδες ECTS: 6
Είδος: Υποχρεωτικό (Υ)
Εξάμηνο: 06 (Εαρινό)
Ώρες: 3 ώρες θεωρία και 2 ώρες εργαστήριο
 

Follow this link to access the eclass course: Interaction Design – Διαδραστική Σχεδίαση (undergraduate)

 
Office hours for students ::

Περιγραφή

Η διαδραστική σχεδίαση ασχολείται με την ανάλυση και μοντελοποίηση της δομής του σύνθετου διαλόγου που αναπτύσσεται μεταξύ ανθρώπων – προϊόντων & συστημάτων, καθώς επίσης και τις «συνδέσεις» μεταξύ των ανθρώπων, οι οποίες συνδιαμορφώνονται με τη διαμεσολάβηση κάποιου προϊόντος & συστήματος. Ο στόχος του μαθήματος είναι η μελέτη των παραπάνω αλληλεπιδράσεων, με σκοπό τον σχεδιασμό και την ανάπτυξη συστημάτων τα οποία θα ανταποκρίνονται στις κατά περίπτωση ανάγκες και επιθυμίες του χρήστη ανάλογα με το πλαίσιο δράσης και την εξέλιξη της διάδρασης.

Το θεωρητικό υπόβαθρο και οι μέθοδοι μελέτης θεμελιώνονται στις αρχές του ανθρωποκεντρικού σχεδιασμού που εφαρμόζονται για το σχεδιασμό προϊόντων και την επικοινωνία ανθρώπου-υπολογιστή, ωστόσο, το είδος της διάδρασης καθώς επίσης και το είδος των διαδραστικών προϊόντων & συστημάτων που μελετώνται δεν περιλαμβάνουν μόνο ηλεκτρονικούς υπολογιστές. Επιπλέον, η σχεδίαση διαδραστικών προϊόντων & συστημάτων δεν εξαντλείται μόνο στη βελτιστοποίηση του τεχνολογικού συστήματος ώστε να είναι περισσότερο εύχρηστο ή/και ευέλικτο, αλλά κυρίως στην προσπάθεια να προσδώσει προστιθέμενη αξία στην εμπειρία που χτίζουν οι άνθρωποι μέσα από τη διάδραση τους με τα συγκεκριμένα συστήματα.

Περιεχόμενο

Η Διαδραστική Σχεδίαση αφορά την ανάλυση και μοντελοποίηση της δομής του σύνθετου διαλόγου της διάδρασης που αναπτύσσεται μεταξύ των δρώντων έμβιων υποκειμένων και των διαδραστικών τεχνουργημάτων (διαδραστικών αντικειμένων, προϊόντων & συστημάτων). Επίσης αφορά τις αλληλεπιδράσεις και συσχετίσεις οι οποίες συν-διαμορφώνονται στην βάση της διαμεσολάβησης της σχεδιασμένης διάδρασης. Η κατανόηση του σύνθετου αυτού δικτύου σχέσεων αφορά την μελέτη των δρώντων υποκειμένων, των δραστηριοτήτων που εμπλέκονται, του πλαισίου δράσης και των σχετιζόμενων τεχνολογιών.

Ο στόχος του μαθήματος είναι η μελέτη των προαναφερθέντων αλληλεπιδράσεων, με σκοπό τον σχεδιασμό και την ανάπτυξη διαδραστικών τεχνουργημάτων και διαδραστικών συστημάτων τα οποία θα ανταποκρίνονται στις κατά περίπτωση ανάγκες και επιθυμίες του εκάστοτε δρώντα/χρήστη.

Η έννοια της διάδρασης μελετάται στην θεωρητική της βάση και εξετάζεται η εφαρμογή τόσο σε υπολογιστικά συστήματα όσο και σε φυσικά τεχνουργήματα αλλά καις στον συνδυασμό αυτών. Το θεωρητικό υπόβαθρο και οι μέθοδοι μελέτης θεμελιώνονται στις αρχές του ανθρωποκεντρικού σχεδιασμού αλλά και άλλων σύγχρονων θεωρήσεων για την σχεδίαση διαδράσεων και εφαρμόζονται για το σχεδιασμό προϊόντων, συστημάτων και υπηρεσιών.

Επιπλέον, η σχεδίαση διαδραστικών προϊόντων & συστημάτων δεν εξαντλείται μόνο στη βελτιστοποίηση του τεχνολογικού συστήματος ώστε να είναι περισσότερο εύχρηστο ή/και ευέλικτο, αλλά κυρίως στην προσπάθεια να προσδώσει προστιθέμενη αξία στην εμπειρία που χτίζουν οι δρώντες μέσα από τη διάδραση τους με τα συγκεκριμένα τεχνουργήματα/συστήματα/υπηρεσίες.

Μαθησιακά Αποτελέσματα

Μετά την ολοκλήρωση των μαθημάτων, επιδιωκόμενος στόχος είναι οι φοιτητές να είναι σε θέση:

  • να κατανοούν και να μπορούν να εφαρμόσουν τα εργαλεία και τις μεθόδους που σχετίζονται με την προσέγγιση της θεωρητικών εργαλείων π.χ. «ανθρωποκεντρικής σχεδίασης» (συνέντευξη, παρατήρηση, εθνογραφική μελέτη) με σκοπό την αποκάλυψη όχι μόνο των άμεσων αναγκών και επιθυμιών των χρηστών αλλά των βαθύτερων κινήτρων και αξιών που ορίζουν το πλαίσιο αναγκών, περιορισμών και απαιτήσεων των χρηστών.
  • να διεξάγουν επιτόπια παρατήρηση της δραστηριότητας των χρηστών στο πραγματικό πλαίσιο δράσης, γνωρίζοντας πώς να σχεδιάσουν το πρωτόκολλο έρευνας καθώς επίσης και να προσδιορίσουν τις κατάλληλες πηγές άντλησης πληροφοριών ή/και μετρήσεων και τα κατάλληλα μέσα καταγραφής, βάσει της κατανόησης των απαιτήσεων, ιδιαιτεροτήτων κάθε πεδίου μελέτης.
  • να χρησιμοποιούν τις μεθόδους ανάλυσης έργου (π.χ. διαγράμματα ροής, ιεραρχική ανάλυση εργασίας, ανάλυση συνδέσεων, λειτουργικά διαγράμματα διαδοχής έργων) για την αναπαράσταση, οπτικοποίηση των παρατηρούμενων δραστηριοτήτων και αναδυόμενων μοτίβων της συμπεριφοράς των ανθρώπων ανάλογα με το συγκείμενο.
  • να ερμηνεύουν τα ευρήματα της ανάλυσής τους και να επιδεικνύουν μια ευρύτητα γνώσης αναφορικά με τις ποικίλες προκλήσεις και ευκαιρίες που μπορούν να προσφέρουν οι τεχνολογίες που αναπτύσσονται.
  • να εφαρμόσουν τις μεθόδους και τις τεχνικές για τη μελέτη της συμπεριφοράς των δυνητικών χρηστών με τη χρήση αρχέτυπων για την αξιολόγηση νέων, αναδυόμενων σχεδιαστικών λύσεων που μπορεί ακούσια να προκαλούν εμπόδια σε ορισμένες περιπτώσεις χρήσης

 

Για το εργαστήριο:

  • Να μετατρέπει τις απαιτήσεις και προδιαγραφές της σχεδίασης σε σχεδιαστικές ιδέες (concepts) και πρωτότυπα (prototypes)
  • Να κατανοεί τα εργαλεία λογισμικού, τις πλατφόρμες υλοποίησης και τις τεχνολογίες (hardware) που απαιτούνται για τον προγραμματισμό των διαδράσεων,
  • Να υλοποιεί και να προγραμματίζει τις διαδράσεις σε συσκευές (διάχυτου υπολογισμού ή Διαδικτύου των Πραγμάτων)
  • Να αναπτύσσει πρωτότυπα σε διαφορετικές πλατφόρμες όπως: Arduino, Raspepberry Pi, Android κτλ.
  • Να αναλύει μελέτες περίπτωσης και να σχεδιάζει εφαρμογές σε διαφορετικά πεδία όπως η ψυχαγωγία, η εκπαίδευση, η εργασία, ο πολιτισμός, η καθημερινή δραστηριότητα κτλ.
  • Να αναπτύσσει πρωτότυπες μικρό-διαδράσεις (microinteractions).

 

Γνώσεις: Οι φοιτητές αποκτούν προχωρημένες γνώσεις στην μεθοδολογική επίλυση σχεδιαστικών προβλημάτων, ενώ αποκτούν κριτική κατανόηση των σχετικών θεωριών και αρχών που διέπουν την σύγχρονη σχεδιαστική πρακτική.

Δεξιότητες: Οι φοιτητές αποκτούν προχωρημένες δεξιότητες ενώ σταδιακά αποκτούν την δυνατότητα να οργανώνουν πληροφορίες, να παρουσιάζουν πολλαπλές ιδέες ως λύσεις σε σύνθετα και ανοιχτά και ασαφώς ορισμένα προβλήματα όπως είναι αυτά της σχεδίασης.

Ικανότητες: Οι φοιτητές, μέσω της συνεργατικής σχεδιαστική διαδικασίας, εξασκούν προχωρημένες ικανότητες που τους επιτρέπουν να διαχειρίζονται σύνθετες τεχνικές και σχέδια εργασίας, όπου απαιτείται καταμερισμός στην ανάληψη ευθύνης για τη λήψη αποφάσεων στα απρόβλεπτα σχεδιαστικά περιβάλλοντα.

Προτεινόμενη Βιβλιογραφία και Πηγές

Επιλογές Συγγραμμάτων από τον Εύδοξο:

  • Βιβλίο [33133359]: Σχεδίαση Διαδραστικότητας 3η Έκδοση, Yvonne Rogers, Helen Sharp, Jenny Preece Λεπτομέρειες 
  • Βιβλίο [18548663]: Σχεδίαση Διεπαφής Χρήστη, Shneiderman Ben, Plaisant Cathrerine Λεπτομέρειες
  • Βιβλίο [41954966]: Ανάπτυξη Εφαρμογών με το Arduino, Παπάζογλου Παναγιώτης-Λιωνής Σπυρίδων-Πολυχρόνης Λεπτομέρειες

 

Πρόσθετα Συγγράμματα :

  • Rogers, Y., Sharp, H., & Preece, J. (2015). Σχεδίαση Διαδραστικότητας: Επεκτείνοντας την Αλληλεπίδραση Ανθρώπου-Υπολογιστή (4η έκδοση). Αθήνα: Γκιούρδας.
  • Rogers, Y., Sharp, H., & Preece, J. (2015). Interaction Design: Beyond Human – Computer Interaction (4rd ed.). Wiley.
  • Norman, D.A. (2010). Σχεδιασμός των Αντικειμένων της Καθημερινότητας. Αθήνα: Κλειδάριθμος.
  • Norman, D. A. (1990). The Design of Everyday Things, 1st Ed. Bantam Doubleday Dell Publishing Group.

 

Συναφή επιστημονικά περιοδικά:

  • Design Issues (MIT Press). The first American academic journal to examine design history, theory, and criticism, Design Issues provokes inquiry into the cultural and intellectual issues surrounding design.
  • Design Studies (Elsevier). Design Studies is the only journal to approach the understanding of design from comparisons across all domains of application, including engineering and product design, architectural design and planning, computer artefacts and systems design.
  • International Journal of Design (online, standalone of a scientific publisher or academic association). The International Journal of Design is a peer-reviewed, open-access journal devoted to publishing research papers in all fields of design, including industrial design, visual communication design, interface design, animation and game design, architectural design, urban design, and other design related fields.
  • Interaction Studies | Social Behaviour and Communication in Biological and Artificial Systems. Aims to advance knowledge in the growing and strongly interdisciplinary area of Interaction Studies in biological and artificial systems.
  • ACM Interactions (magazine, ACM). Interactions is a magazine intended for professionals interested in the connections between experiences, people and technology.
  • ACM Transactions on Computer-Human Interaction (ACM). ACM TOCHI seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction.
  • AIS Transactions on Human-Computer Interaction (Association of Information Systems). THCI is a high-quality peer-reviewed international scholarly journal on Human-Computer Interaction, emphasizing applications in business, managerial, organizational, and cultural contexts.
  • Boxes and Arrows (magazine; online; standalone of a scientific publisher or academic association). Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.
  • Digital Creativity (Taylor & Francis). Digital Creativity publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative contexts. By the term ‘creative arts’ we include such disciplines as fine art, graphic design, illustration, photography, printmaking, sculpture, 3D design, interaction design, product design, textile and fashion design, film making, animation, games design, music, dance, drama, creative writing, poetry, interior design, architecture, and urban design.
  • Interaction Design and Architecture(s) (IXD&A) (magazine; online; standalone of a scientific publisher or academic association). IxD&A aims to offer an interdisciplinary arena where everybody can present top level researches and discuss ideas on the future of technology mediated experiences in the field of communication, learning, working, entertainment, healthcare, etc…) a future that can be made possible by a joint effort in research and education.
  • Behaviour and Information Technology (Taylor & Francis). BIT focuses on the human aspects of information technology, on which much of our developed world depends
  • e-Minds: International Journal on Human-Computer Interaction (on-line; The Human Communication and Interaction Research Group, Department of Computer Science of the University of Oviedo Spain). The goal of eMinds is to develop the study of current practice, content, technology, and services on Human-Computer Interaction.
  • Human Technology (online; Agora centre, University of Jyvaskyla, Finland). Human Technology is an interdisciplinary, multiscientific journal focusing on the human role in our modern technological world.
  • Foundations and Trends in Human-Computer Interaction (Now Publishers). Foundations and Trends in Human-Computer Interaction publishes surveys and tutorials on the foundations of human-computer interaction.
  • Human–Computer Interaction (Taylor & Francis). An interdisciplinary journal defining and reporting on the challenging issues in making computational technology work for people, Human-Computer Interaction publishes theoretical, empirical, and methodological articles on the user sciences and system design as it affects individual users, work groups, communities, and social and organizational settings.
  • Interacting with Computers (Elsevier; British Computer Society). Interacting with Computers acts as an international forum for the discussion of HCI issues; fosters communication between academic researchers and practitioners; encourages the flow of information across the boundaries of its contributing disciplines; stimulates ideas and provokes widespread discussion with a forward-looking perspective.
  • Interfaces (magazine, British Computer Society). The magazine promotes HCI and its community in all facets, representing its diversity and exemplifying its professional values by promoting knowledge, understanding and awareness.
  • International Journal of Human–Computer Interaction (Taylor & Francis). The International Journal of Human-Computer Interaction addresses the cognitive, social, health, and ergonomic aspects of interactive computing. It emphasizes the human element in relation to the systems in which humans function, operate, network, and communicate, including software, hardware, and their various contexts of use. The journal publishes original articles including reviews and reappraisals of the literature, empirical studies, and quantitative and qualitative contributions to the theories of HCI.
  • International Journal of Human–Computer Studies (Elsevier). The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization.
  • International Journal of Technology and Human Interaction (IGI Global). IJTHI provides a platform for leading research that addresses issues of human and technology interaction. The research that the journal intends to publish should therefore be interdisciplinary and include aspects from a wide variety of disciplines.
  • Journal of Usability Studies (Usability Professionals’ Association). The Journal of Usability Studies (JUS) is a peer-reviewed, international, online publication dedicated to promoting and enhancing the practice, research, and education of user experience design and evaluation.
  • Journal on Multimodal User Interfaces (Springer). The journal focuses on multimodal interfaces developed with an emphasis on user-centric design. Thus, usability and architectural considerations are also key targets.
  • User Experience (magazine, Usability Professionals’ Association). UX is a magazine by and about usability professionals, featuring significant and unique articles dealing with the broad field of usability and the user experience.
  • User Modelling and User-Adapted Interaction (Springer) User Modeling and User-Adapted Interaction (UMUAI) provides an interdisciplinary forum for the dissemination of new research  
  • results on interactive computer systems that can be adapted or adapt themselves to their current users, and on the role of user models in the adaptation process.
  • ACM Communications (of the) (magazine, ACM). CACM is a leading print and online publication for the computing and information technology fields. Read by computing’s leading professionals worldwide, it brings in-depth coverage of emerging areas of computer science, new trends in information technology, and practical applications.
  • IEEE Computer (magazine, IEEE). Computer magazine covers all aspects of computer science. For more than 40 years, developers, researchers, and managers have relied on Computer for timely, peer-reviewed information about research, trends, best practices, and changes in the profession.
  • Information Technology and People (Emerald). The journal emphasizes an agenda to publish hermeneutic, critical, ethnographic and language-focused original research and theory in information systems.
  • Journal of Organizational and End User Computing (IGI Global). The primary purpose of the JOEUC is to provide a forum to information technology educators, researchers, and practitioners to advance the practice and understanding of organizational and end user computing.
  • Journal of Universal Computer Science (online; standalone of a scientific publisher or academic association). The Journal of Universal Computer Science – is a high-quality electronic publication that deals with all aspects of computer science.
  • Personal and Ubiquitous Computing (Springer). Personal and Ubiquitous Computing publishes peer-reviewed international research on handheld, wearable and mobile information devices and the pervasive communications infrastructure that supports them to enable the seamless integration of technology and people in their everyday lives.
  • Pervasive and Mobile Computing (Elsevier). The PMC is a professional, peer-reviewed journal that publishes high-quality scientific articles (both theory and practice) covering all aspects of pervasive computing and communications

Description

Interaction Design concerns itself with analyzing and modelling the structure of the composite dialogue that develops between actors/subjects and interactive artefacts (interactive objects, products and services). It also concerns the interactive activities and interrelations that co-develop on the basis of the actual interaction. The understanding of this complex network of relations is afforded by the analysis of the interacting actors/subjects, their activities, the contexts that these take place and the technologies in use.

Content

The primary goal of this course is the study of the aforementioned relations, to eventually transform to the design and development of interactive artefacts, systems and services that could potentially fulfil user needs and desires. The underlying theoretical background and the methods used in this course follow the human-centered design paradigm and current theories for the design of interactions.

However, the types of interaction, as well as the type of interactive products & systems being studied, are not restricted to computer based examples. This is because the objective in the design of interactive products & systems is not only to optimise the technological system to be more flexible or usable, but rather an effort to add value to the user experience through his/her interaction with these systems.

Learning Outcomes

Upon completion of this course, students must be able to:

  • Understand and apply the tools and methods used in human-centered design approach (interview, observation, ethnography research) aiming to uncover not just the immediate needs and wants of the users, but to get behind the driving motivations and values that underpin the framework of users’ needs, demands, and constraints.
  • Conduct on-site observation of “real” users’ activity by knowing how to design a research protocol, how to determine the proper sources/ elements for extracting data information about human behavior as well as the proper recording devices, based on a thorough understanding of the requirements and specificities of each particular field study.
  • Use the various task analysis methods (e.g. flow charts, hierarchical task analysis, link analysis, operational sequence diagrams) for representing, visualizing the observed activities and the emerging patterns of human behavior, according to a particular context.
  • Interpret the findings of their analysis and demonstrate a breadth of knowledge and cohesive understanding of the various challenges and opportunities technologies are being developed to address.
  • Conduct user testing by means of mock-ups, prototypes or other techniques to evaluate new and/or emerging design solutions they may raise unintentional barriers in some use cases.

 

Lab:

  • Convert design requirements and specifications to concepts and prototypes
  • Understand software tools, development platforms and related technologies for designing and programming interactions
  • Develop and program interactions for a number of different hardware platforms and devices (ubiquitous computing and Internet of Things)
  • Design and develop prototypes on platforms such as Arduino, Raspberry Pi, Android etc.
  • Analyse and conduct case studies and develop applications on a variety of different areas such as: entertainment, education, work, cultural, everyday avtivities etc.
  • Design and develop original microinteractions

Knowledge: Students gain advanced knowledge in the methodological problem-solving for design and gain a critical understanding of the relevant theoretical paradigms and principles that govern a modern design practice.

Skills: Students acquire advanced skills while gradually acquiring the ability to organize information, to present multiple ideas as solutions to complex and open-ended and ill-defined design problems.

Capabilities: Students, through the collaborative design process, are developing advanced skills that enable them to manage complex techniques and projects, where sharing is required to take responsibility for decision-making in uncertain design situations.

Suggested Bibliography and other Sources

Eudoxus repository:

  • Book [33133359]: Σχεδίαση Διαδραστικότητας 3η Έκδοση, Yvonne Rogers, Helen Sharp, Jenny Preece Λεπτομέρειες
  • Book [18548663]: Σχεδίαση Διεπαφής Χρήστη, Shneiderman Ben, Plaisant Cathrerine Λεπτομέρειες
  • Book [41954966]: Ανάπτυξη Εφαρμογών με το Arduino, Παπάζογλου Παναγιώτης-Λιωνής Σπυρίδων-Πολυχρόνης Λεπτομέρειες

 

Additional textbooks:

  • Rogers, Y., Sharp, H., & Preece, J. (2015). Σχεδίαση Διαδραστικότητας: Επεκτείνοντας την Αλληλεπίδραση Ανθρώπου-Υπολογιστή (4η έκδοση). Αθήνα: Γκιούρδας.
  • Rogers, Y., Sharp, H., & Preece, J. (2015). Interaction Design: Beyond Human – Computer Interaction (4rd ed.). Wiley.
  • Norman, D.A. (2010). Σχεδιασμός των Αντικειμένων της Καθημερινότητας. Αθήνα: Κλειδάριθμος.
  • Norman, D. A. (1990). The Design of Everyday Things, 1st Ed. Bantam Doubleday Dell Publishing Group.

 

– Related academic journals:

  • Design Issues (MIT Press). The first American academic journal to examine design history, theory, and criticism, Design Issues provokes inquiry into the cultural and intellectual issues surrounding design.
  • Design Studies (Elsevier). Design Studies is the only journal to approach the understanding of design from comparisons across all domains of application, including engineering and product design, architectural design and planning, computer artefacts and systems design.
  • International Journal of Design (online, standalone of a scientific publisher or academic association). The International Journal of Design is a peer-reviewed, open-access journal devoted to publishing research papers in all fields of design, including industrial design, visual communication design, interface design, animation and game design, architectural design, urban design, and other design related fields.
  • Interaction Studies | Social Behaviour and Communication in Biological and Artificial Systems. Aims to advance knowledge in the growing and strongly interdisciplinary area of Interaction Studies in biological and artificial systems.
  • ACM Interactions (magazine, ACM). Interactions is a magazine intended for professionals interested in the connections between experiences, people and technology.
  • ACM Transactions on Computer-Human Interaction (ACM). ACM TOCHI seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction.
  • AIS Transactions on Human-Computer Interaction (Association of Information Systems). THCI is a high-quality peer-reviewed international scholarly journal on Human-Computer Interaction, emphasizing applications in business, managerial, organizational, and cultural contexts.
  • Boxes and Arrows (magazine; online; standalone of a scientific publisher or academic association). Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.
  • Digital Creativity (Taylor & Francis). Digital Creativity publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative contexts. By the term ‘creative arts’ we include such disciplines as fine art, graphic design, illustration, photography, printmaking, sculpture, 3D design, interaction design, product design, textile and fashion design, film making, animation, games design, music, dance, drama, creative writing, poetry, interior design, architecture, and urban design.
  • Interaction Design and Architecture(s) (IXD&A) (magazine; online; standalone of a scientific publisher or academic association). IxD&A aims to offer an interdisciplinary arena where everybody can present top level researches and discuss ideas on the future of technology mediated experiences in the field of communication, learning, working, entertainment, healthcare, etc…) a future that can be made possible by a joint effort in research and education.
  • Behaviour and Information Technology (Taylor & Francis). BIT focuses on the human aspects of information technology, on which much of our developed world depends
  • e-Minds: International Journal on Human-Computer Interaction (on-line; The Human Communication and Interaction Research Group, Department of Computer Science of the University of Oviedo Spain). The goal of eMinds is to develop the study of current practice, content, technology, and services on Human-Computer Interaction.
  • Human Technology (online; Agora centre, University of Jyvaskyla, Finland). Human Technology is an interdisciplinary, multiscientific journal focusing on the human role in our modern technological world.
  • Foundations and Trends in Human-Computer Interaction (Now Publishers). Foundations and Trends in Human-Computer Interaction publishes surveys and tutorials on the foundations of human-computer interaction.
  • Human–Computer Interaction (Taylor & Francis). An interdisciplinary journal defining and reporting on the challenging issues in making computational technology work for people, Human-Computer Interaction publishes theoretical, empirical, and methodological articles on the user sciences and system design as it affects individual users, work groups, communities, and social and organizational settings.
  • Interacting with Computers (Elsevier; British Computer Society). Interacting with Computers acts as an international forum for the discussion of HCI issues; fosters communication between academic researchers and practitioners; encourages the flow of information across the boundaries of its contributing disciplines; stimulates ideas and provokes widespread discussion with a forward-looking perspective.
  • Interfaces (magazine, British Computer Society). The magazine promotes HCI and its community in all facets, representing its diversity and exemplifying its professional values by promoting knowledge, understanding and awareness.
  • International Journal of Human–Computer Interaction (Taylor & Francis). The International Journal of Human-Computer Interaction addresses the cognitive, social, health, and ergonomic aspects of interactive computing. It emphasizes the human element in relation to the systems in which humans function, operate, network, and communicate, including software, hardware, and their various contexts of use. The journal publishes original articles including reviews and reappraisals of the literature, empirical studies, and quantitative and qualitative contributions to the theories of HCI.
  • International Journal of Human–Computer Studies (Elsevier). The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization.
  • International Journal of Technology and Human Interaction (IGI Global). IJTHI provides a platform for leading research that addresses issues of human and technology interaction. The research that the journal intends to publish should therefore be interdisciplinary and include aspects from a wide variety of disciplines.
  • Journal of Usability Studies (Usability Professionals’ Association). The Journal of Usability Studies (JUS) is a peer-reviewed, international, online publication dedicated to promoting and enhancing the practice, research, and education of user experience design and evaluation.
  • Journal on Multimodal User Interfaces (Springer). The journal focuses on multimodal interfaces developed with an emphasis on user-centric design. Thus, usability and architectural considerations are also key targets.
  • User Experience (magazine, Usability Professionals’ Association). UX is a magazine by and about usability professionals, featuring significant and unique articles dealing with the broad field of usability and the user experience.
  • User Modelling and User-Adapted Interaction (Springer) User Modeling and User-Adapted Interaction (UMUAI) provides an interdisciplinary forum for the dissemination of new research results on interactive computer systems that can be adapted or adapt themselves to their current users, and on the role of user models in the adaptation process.
  • ACM Communications (of the) (magazine, ACM). CACM is a leading print and online publication for the computing and information technology fields. Read by computing’s leading professionals worldwide, it brings in-depth coverage of emerging areas of computer science, new trends in information technology, and practical applications.
  • IEEE Computer (magazine, IEEE). Computer magazine covers all aspects of computer science. For more than 40 years, developers, researchers, and managers have relied on Computer for timely, peer-reviewed information about research, trends, best practices, and changes in the profession.
  • Information Technology and People (Emerald). The journal emphasizes an agenda to publish hermeneutic, critical, ethnographic and language-focused original research and theory in information systems.
  • Journal of Organizational and End User Computing (IGI Global). The primary purpose of the JOEUC is to provide a forum to information technology educators, researchers, and practitioners to advance the practice and understanding of organizational and end user computing.
  • Journal of Universal Computer Science (online; standalone of a scientific publisher or academic association). The Journal of Universal Computer Science – is a high-quality electronic publication that deals with all aspects of computer science.
  • Personal and Ubiquitous Computing (Springer). Personal and Ubiquitous Computing publishes peer-reviewed international research on handheld, wearable and mobile information devices and the pervasive communications infrastructure that supports them to enable the seamless integration of technology and people in their everyday lives.
  • Pervasive and Mobile Computing (Elsevier). The PMC is a professional, peer-reviewed journal that publishes high-quality scientific articles (both theory and practice) covering all aspects of pervasive computing and communications